Hello!
I am having a weird issue I haven’t manage to overcome yet.
I am trying to create a stylised fur on a jacket.
It involves the following:
- Character mesh with bone deformation (not joints) and point morphs
- An edge from this geometry that has been converted to a spline
- Each of these spline points has then been linked back to their original points on the geometry so that they follow the movements and deformation
(I did this with the help of Xpresso and the point node w/deformed geometry turned on)
- I the attached a bunch of Mograph clones to the spline via draging the spline into the “object” field in MoGraph.
What I am experiencing is that the splines just don’t follow the geometry when it is deformed and animated in the viewport or in the renderer (on the farm). There is a slight delay that causes the spline to always be a bit offset.
First I thought it might be the good old priority issue, but I turn on all the priorities for this part of the rig to the maximum number (400 and something) without any difference…
I even tried to move that whole part of the rig to the bottom of the object manager list.
Does anybody know if there is a way to see the calculation priority? This would be VERY usefull in cases like this.
Any other ideas of what might be causing this?
I am sorry I don’t have a C4D example to share at the moment as I am not next to my C4D computer until tomorrow again.
In advance, thank you!
Franck